Discharge
Discharge is a Electric aura move. It starts with 8 damage per event and a 0.45-second cooldown, with 5 levels. 64 partners can learn Discharge, and 0 start with it. A permanent electric field around you.
Base move facts
- Type
- Electric
- Behavior
- Aura
- Max level
- 5
- Cooldown (s)
- 0.45
- Base damage
- 8
- Learners
- 64
Discharge: levels 1–5
Discharge starts with a 0.45-second cooldown, changing to 0.315 seconds at level five.
| Move level | Cooldown (s) | Damage per event | Radius / reach |
|---|---|---|---|
| Discharge · level 1 | 0.45 | 8 | 70 |
| Discharge · level 2 | 0.45 | 8 | 91 |
| Discharge · level 3 | 0.45 | 11.6 | 91 |
| Discharge · level 4 | 0.315 | 11.6 | 91 |
| Discharge · level 5 | 0.315 | 17.4 | 118.3 |
Discharge: type-adjusted event examples
Discharge: 8 level-one damage × the target's clamped type factor, with neutral weather and no other modifiers. Damage is per landed event, rather than per second.
Discharge: upgrade choices
Discharge has four level-up selections. Check how each upgrade changes this move's damage, timing or other attributes.
- Discharge's level 2 card changes radius / reach by multiplying by 1.3.
- Discharge's level 3 card changes damage per event by multiplying by 1.45.
- Discharge's level 4 card changes cooldown (s) by multiplying by 0.7.
- Discharge's level 5 card changes radius / reach by multiplying by 1.3 and damage per event by multiplying by 1.5.
Discharge: evolution condition
Discharge evolves into Electric Terrain with the Armor run stat card.
- Bring Discharge to level 5.
- Take the Armor card while preparing Discharge; it may be taken before the move reaches maximum level.
- Choose Discharge's golden evolution card for Electric Terrain.
Discharge: regional learning pools
Discharge's 64 learners include 0 starting partners. A learnset entry allows the attack during a run; starting with Discharge supplies it at the opening selection. Filter the Pokédex by this move to examine every eligible partner.
| Regional banner | Can learn the move | Start with the move | Opening starters that can learn it | Shiny-capable learners |
|---|---|---|---|---|
| Kanto | 9 | 0 | 0 | 9 |
| Johto | 8 | 0 | 0 | 8 |
| Hoenn | 4 | 0 | 0 | 4 |
| Sinnoh | 7 | 0 | 0 | 7 |
| Unova | 8 | 0 | 0 | 8 |
| Kalos | 3 | 0 | 0 | 3 |
| Alola | 6 | 0 | 0 | 6 |
| Galar | 9 | 0 | 0 | 9 |
| Paldea | 10 | 0 | 0 | 10 |
Discharge: starting partner choices
No partner starts with Discharge; choose an eligible learner and acquire the move during the run. Base stats and regional rarity help compare the opening options.